Morgan Finn - Game Designer
Portfolio
Games
Trobo's Escape
Trobo's Escape is a 2D Platformer Game made in Construct 3. During the two weeks I worked on the project, I went above and beyond to create a tutorial, multiple sections with unique mechanics, and an endscreen that features awards for both low death counts and speedruning. I worked on Programming, Designing, and a portion of the Art, while Dante Busch worked on the rest of the art. A long time after the project was finished, I went back to work on balancing, bug fixing, and redesigning to get it to the state it's in today.
Wishin' I was Fishin'
Wishin' I was Fishin' is a fishing card/board game I made with a group of three. Acting as the project lead, as well as the main designer of the game, I balanced the game, came up with ideas for the items and fish, and even made the official cards for the game. It features inventory and tool upgrades, fish rarities with varying prices, and a noticeable difference between the early game and the late game. Using a balance of luck and strategy, the game is winnable in any phase, even if you're two rod tiers behind halfway through.
Battle of the Board
In 2022, I joined a team of four to create Battle of the Board; an event based board game where you have to kill more enemies than your friends to win. During the creation, we used Scrum, a brainstorming/collaboration document, Discord, and Meetings to create a board game using the Game Production Pipeline. Below are links to the collaboration document, as well as a separate link to the rulebook.
Levels
Submerged Space
During the production of Submerged Space, I created a pre-production document, multiple milestones, a tutorial of the level editor to demonstrate mentorship, and a post mortem. During Milestone 2 and Milestone 4, I demonstrated my thinking process when it comes to gameplay design, showing how I put thought into each move the player will make, how to teach them mechanics, and general room layout. Find more information on this below.
N++ Levels
In 2023, I created a series of six N++ Levels themed around one mechanic, which is a game I hadn't played prior to this class. I demonstrated how I could create unique levels with interesting layouts, despite being made in a VERY simple game. I also demonstrated how I could create each level for three different playstyles (Casual, Completionist, Speedrun). More information can be found below.
Fruit Loops
Rather than putting an emphasis on gameplay, I wanted to create a level dedicated to narrative. So, I made "Fruit Loops", a time loop based story/puzzle map created in Minecraft 1.20. Through the use of progressive Journal Entries, Dialogue, and Set Design, I created a unique and compelling story that, in a way, tells two stories at once. More information on my Minecraft narrative map can be found below.